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Global AR and VR Headsets Market 2025 by Company, Regions, Type and Application, Forecast to 2031

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1 Market Overview

  • 1.1 Product Overview and Scope
  • 1.2 Market Estimation Caveats and Base Year
  • 1.3 Classification of AR and VR Headsets by Type
    • 1.3.1 Overview: Global AR and VR Headsets Market Size by Type: 2020 Versus 2024 Versus 2031
    • 1.3.2 Global AR and VR Headsets Consumption Value Market Share by Type in 2024
    • 1.3.3 VR Headsets
    • 1.3.4 AR Headsets
  • 1.4 Global AR and VR Headsets Market by Application
    • 1.4.1 Overview: Global AR and VR Headsets Market Size by Application: 2020 Versus 2024 Versus 2031
    • 1.4.2 Entertainment
    • 1.4.3 Heathcare
    • 1.4.4 Industrial
    • 1.4.5 Education
    • 1.4.6 Others
  • 1.5 Global AR and VR Headsets Market Size & Forecast
  • 1.6 Global AR and VR Headsets Market Size and Forecast by Region
    • 1.6.1 Global AR and VR Headsets Market Size by Region: 2020 VS 2024 VS 2031
    • 1.6.2 Global AR and VR Headsets Market Size by Region, (2020-2031)
    • 1.6.3 North America AR and VR Headsets Market Size and Prospect (2020-2031)
    • 1.6.4 Europe AR and VR Headsets Market Size and Prospect (2020-2031)
    • 1.6.5 Asia-Pacific AR and VR Headsets Market Size and Prospect (2020-2031)
    • 1.6.6 South America AR and VR Headsets Market Size and Prospect (2020-2031)
    • 1.6.7 Middle East & Africa AR and VR Headsets Market Size and Prospect (2020-2031)

2 Company Profiles

  • 2.1 Meta
    • 2.1.1 Meta Details
    • 2.1.2 Meta Major Business
    • 2.1.3 Meta AR and VR Headsets Product and Solutions
    • 2.1.4 Meta AR and VR Headsets Revenue, Gross Margin and Market Share (2020-2025)
    • 2.1.5 Meta Recent Developments and Future Plans
  • 2.2 Microsoft
    • 2.2.1 Microsoft Details
    • 2.2.2 Microsoft Major Business
    • 2.2.3 Microsoft AR and VR Headsets Product and Solutions
    • 2.2.4 Microsoft AR and VR Headsets Revenue, Gross Margin and Market Share (2020-2025)
    • 2.2.5 Microsoft Recent Developments and Future Plans
  • 2.3 Sony
    • 2.3.1 Sony Details
    • 2.3.2 Sony Major Business
    • 2.3.3 Sony AR and VR Headsets Product and Solutions
    • 2.3.4 Sony AR and VR Headsets Revenue, Gross Margin and Market Share (2020-2025)
    • 2.3.5 Sony Recent Developments and Future Plans
  • 2.4 DPVR
    • 2.4.1 DPVR Details
    • 2.4.2 DPVR Major Business
    • 2.4.3 DPVR AR and VR Headsets Product and Solutions
    • 2.4.4 DPVR AR and VR Headsets Revenue, Gross Margin and Market Share (2020-2025)
    • 2.4.5 DPVR Recent Developments and Future Plans
  • 2.5 Pico Interactive
    • 2.5.1 Pico Interactive Details
    • 2.5.2 Pico Interactive Major Business
    • 2.5.3 Pico Interactive AR and VR Headsets Product and Solutions
    • 2.5.4 Pico Interactive AR and VR Headsets Revenue, Gross Margin and Market Share (2020-2025)
    • 2.5.5 Pico Interactive Recent Developments and Future Plans
  • 2.6 Google
    • 2.6.1 Google Details
    • 2.6.2 Google Major Business
    • 2.6.3 Google AR and VR Headsets Product and Solutions
    • 2.6.4 Google AR and VR Headsets Revenue, Gross Margin and Market Share (2020-2025)
    • 2.6.5 Google Recent Developments and Future Plans
  • 2.7 HTC
    • 2.7.1 HTC Details
    • 2.7.2 HTC Major Business
    • 2.7.3 HTC AR and VR Headsets Product and Solutions
    • 2.7.4 HTC AR and VR Headsets Revenue, Gross Margin and Market Share (2020-2025)
    • 2.7.5 HTC Recent Developments and Future Plans
  • 2.8 Pimax
    • 2.8.1 Pimax Details
    • 2.8.2 Pimax Major Business
    • 2.8.3 Pimax AR and VR Headsets Product and Solutions
    • 2.8.4 Pimax AR and VR Headsets Revenue, Gross Margin and Market Share (2020-2025)
    • 2.8.5 Pimax Recent Developments and Future Plans
  • 2.9 Vuzix Corporation
    • 2.9.1 Vuzix Corporation Details
    • 2.9.2 Vuzix Corporation Major Business
    • 2.9.3 Vuzix Corporation AR and VR Headsets Product and Solutions
    • 2.9.4 Vuzix Corporation AR and VR Headsets Revenue, Gross Margin and Market Share (2020-2025)
    • 2.9.5 Vuzix Corporation Recent Developments and Future Plans
  • 2.10 Lenovo
    • 2.10.1 Lenovo Details
    • 2.10.2 Lenovo Major Business
    • 2.10.3 Lenovo AR and VR Headsets Product and Solutions
    • 2.10.4 Lenovo AR and VR Headsets Revenue, Gross Margin and Market Share (2020-2025)
    • 2.10.5 Lenovo Recent Developments and Future Plans

3 Market Competition, by Players

  • 3.1 Global AR and VR Headsets Revenue and Share by Players (2020-2025)
  • 3.2 Market Share Analysis (2024)
    • 3.2.1 Market Share of AR and VR Headsets by Company Revenue
    • 3.2.2 Top 3 AR and VR Headsets Players Market Share in 2024
    • 3.2.3 Top 6 AR and VR Headsets Players Market Share in 2024
  • 3.3 AR and VR Headsets Market: Overall Company Footprint Analysis
    • 3.3.1 AR and VR Headsets Market: Region Footprint
    • 3.3.2 AR and VR Headsets Market: Company Product Type Footprint
    • 3.3.3 AR and VR Headsets Market: Company Product Application Footprint
  • 3.4 New Market Entrants and Barriers to Market Entry
  • 3.5 Mergers, Acquisition, Agreements, and Collaborations

4 Market Size Segment by Type

  • 4.1 Global AR and VR Headsets Consumption Value and Market Share by Type (2020-2025)
  • 4.2 Global AR and VR Headsets Market Forecast by Type (2026-2031)

5 Market Size Segment by Application

  • 5.1 Global AR and VR Headsets Consumption Value Market Share by Application (2020-2025)
  • 5.2 Global AR and VR Headsets Market Forecast by Application (2026-2031)

6 North America

  • 6.1 North America AR and VR Headsets Consumption Value by Type (2020-2031)
  • 6.2 North America AR and VR Headsets Market Size by Application (2020-2031)
  • 6.3 North America AR and VR Headsets Market Size by Country
    • 6.3.1 North America AR and VR Headsets Consumption Value by Country (2020-2031)
    • 6.3.2 United States AR and VR Headsets Market Size and Forecast (2020-2031)
    • 6.3.3 Canada AR and VR Headsets Market Size and Forecast (2020-2031)
    • 6.3.4 Mexico AR and VR Headsets Market Size and Forecast (2020-2031)

7 Europe

  • 7.1 Europe AR and VR Headsets Consumption Value by Type (2020-2031)
  • 7.2 Europe AR and VR Headsets Consumption Value by Application (2020-2031)
  • 7.3 Europe AR and VR Headsets Market Size by Country
    • 7.3.1 Europe AR and VR Headsets Consumption Value by Country (2020-2031)
    • 7.3.2 Germany AR and VR Headsets Market Size and Forecast (2020-2031)
    • 7.3.3 France AR and VR Headsets Market Size and Forecast (2020-2031)
    • 7.3.4 United Kingdom AR and VR Headsets Market Size and Forecast (2020-2031)
    • 7.3.5 Russia AR and VR Headsets Market Size and Forecast (2020-2031)
    • 7.3.6 Italy AR and VR Headsets Market Size and Forecast (2020-2031)

8 Asia-Pacific

  • 8.1 Asia-Pacific AR and VR Headsets Consumption Value by Type (2020-2031)
  • 8.2 Asia-Pacific AR and VR Headsets Consumption Value by Application (2020-2031)
  • 8.3 Asia-Pacific AR and VR Headsets Market Size by Region
    • 8.3.1 Asia-Pacific AR and VR Headsets Consumption Value by Region (2020-2031)
    • 8.3.2 China AR and VR Headsets Market Size and Forecast (2020-2031)
    • 8.3.3 Japan AR and VR Headsets Market Size and Forecast (2020-2031)
    • 8.3.4 South Korea AR and VR Headsets Market Size and Forecast (2020-2031)
    • 8.3.5 India AR and VR Headsets Market Size and Forecast (2020-2031)
    • 8.3.6 Southeast Asia AR and VR Headsets Market Size and Forecast (2020-2031)
    • 8.3.7 Australia AR and VR Headsets Market Size and Forecast (2020-2031)

9 South America

  • 9.1 South America AR and VR Headsets Consumption Value by Type (2020-2031)
  • 9.2 South America AR and VR Headsets Consumption Value by Application (2020-2031)
  • 9.3 South America AR and VR Headsets Market Size by Country
    • 9.3.1 South America AR and VR Headsets Consumption Value by Country (2020-2031)
    • 9.3.2 Brazil AR and VR Headsets Market Size and Forecast (2020-2031)
    • 9.3.3 Argentina AR and VR Headsets Market Size and Forecast (2020-2031)

10 Middle East & Africa

  • 10.1 Middle East & Africa AR and VR Headsets Consumption Value by Type (2020-2031)
  • 10.2 Middle East & Africa AR and VR Headsets Consumption Value by Application (2020-2031)
  • 10.3 Middle East & Africa AR and VR Headsets Market Size by Country
    • 10.3.1 Middle East & Africa AR and VR Headsets Consumption Value by Country (2020-2031)
    • 10.3.2 Turkey AR and VR Headsets Market Size and Forecast (2020-2031)
    • 10.3.3 Saudi Arabia AR and VR Headsets Market Size and Forecast (2020-2031)
    • 10.3.4 UAE AR and VR Headsets Market Size and Forecast (2020-2031)

11 Market Dynamics

  • 11.1 AR and VR Headsets Market Drivers
  • 11.2 AR and VR Headsets Market Restraints
  • 11.3 AR and VR Headsets Trends Analysis
  • 11.4 Porters Five Forces Analysis
    • 11.4.1 Threat of New Entrants
    • 11.4.2 Bargaining Power of Suppliers
    • 11.4.3 Bargaining Power of Buyers
    • 11.4.4 Threat of Substitutes
    • 11.4.5 Competitive Rivalry

12 Industry Chain Analysis

  • 12.1 AR and VR Headsets Industry Chain
  • 12.2 AR and VR Headsets Upstream Analysis
  • 12.3 AR and VR Headsets Midstream Analysis
  • 12.4 AR and VR Headsets Downstream Analysis

13 Research Findings and Conclusion

    14 Appendix

    • 14.1 Methodology
    • 14.2 Research Process and Data Source

    According to our (Global Info Research) latest study, the global AR and VR Headsets market size was valued at US$ 7147 million in 2024 and is forecast to a readjusted size of USD 46160 million by 2031 with a CAGR of 29.4% during review period.
    Head-mounted display is the abbreviation of head-mounted display device. All head-mounted display devices can be called head-mounted display. Through various head-mounted display devices, different methods of sending optical signals to the eyes can achieve different effects such as virtual reality (VR) and augmented reality (AR). AR is called Augmented Reality, while VR is called Virtual Reality. VR is a full virtual world, putting the real you into a virtual environment; AR is a semi-virtual semi-real world, putting virtual things into a real environment.
    The main players of AR and VR Headsets are Meta, Sony and DPVR, with the top five manufacturers accounting for about 90% of the share. North America is the largest market with more than 35% share, followed by Europe and China with about 23% and 20% shares. Entertainment is the largest application, accounting for about 38% of the share.
    The driving factors of the AR (augmented reality) and VR (virtual reality) headset markets cover multiple aspects. The following is a detailed analysis of these driving factors:
    I. Technological progress and innovation
    Hardware technology innovation: In recent years, AR and VR headsets have made significant progress in hardware, including higher resolution, wider field of view, lighter and more comfortable design, etc. These technological innovations have improved the user's wearing experience and reduced problems such as dizziness and eye fatigue, thereby driving market growth.
    AI technology integration: The deep integration of artificial intelligence technology has brought more intelligent functions to AR and VR headsets, such as voice control, facial recognition, gesture recognition, etc. These functions improve the interactivity and ease of use of the device, and further expand the application scenarios of AR and VR headsets.
    II. Market demand growth
    Consumer entertainment demand: With the continuous demand of consumers for virtual and augmented reality entertainment experiences, AR and VR headsets are increasingly used in the gaming, film and television, and entertainment industries. These devices can provide immersive entertainment experiences to meet the diverse needs of consumers.
    Enterprise application needs: Enterprises are increasingly inclined to use AR and VR headsets for training and simulation to improve efficiency and reduce costs. In the fields of education, medical care, industry, etc., the application of AR and VR headsets is becoming more and more extensive, which has promoted the growth of the market.
    3. Policy support and industrial planning
    The government's support policies for scientific and technological innovation and emerging industries have provided strong guarantees for the development of the AR and VR headset market. At the same time, industrial planning has also guided the development direction of related industries and promoted the improvement and coordinated development of the industrial chain.
    4. Cost reduction and affordable prices
    With the expansion of production scale and the continuous maturity of technology, the production cost of AR and VR headsets has gradually decreased, and the price has become more affordable. This has enabled more consumers to afford these devices, further promoting the growth of the market.
    5. Cross-border cooperation and ecological construction
    Cross-border cooperation between smart wearable device brands, technology giants and AR and VR headset suppliers has promoted the innovation of technology and the expansion of applications. These collaborations have not only promoted the research and development and application of new technologies, but also promoted the application and market expansion of AR and VR headsets in more fields. At the same time, relevant companies and institutions are also actively building an AR and VR ecological system to promote the coordinated development of upstream and downstream companies in the industrial chain.
    VI. Expansion of application scenarios
    The application scenarios of AR and VR head-mounted devices are constantly expanding, extending from entertainment fields such as games, movies and TV to wider fields such as education, medical care, culture and tourism. The expansion of these application scenarios provides more growth opportunities and development space for the AR and VR head-mounted device market.
    In summary, the driving factors of the AR and VR head-mounted device market involve technological progress and innovation, market demand growth, policy support and industrial planning, cost reduction and affordable prices, cross-border cooperation and ecological construction, and application scenario expansion. These factors have jointly promoted the rapid development of the AR and VR head-mounted device market and provided strong support for the continued growth of the market in the future.
    This report is a detailed and comprehensive analysis for global AR and VR Headsets market. Both quantitative and qualitative analyses are presented by company, by region & country, by Type and by Application. As the market is constantly changing, this report explores the competition, supply and demand trends, as well as key factors that contribute to its changing demands across many markets. Company profiles and product examples of selected competitors, along with market share estimates of some of the selected leaders for the year 2025, are provided.
    Key Features:
    Global AR and VR Headsets market size and forecasts, in consumption value ($ Million), 2020-2031
    Global AR and VR Headsets market size and forecasts by region and country, in consumption value ($ Million), 2020-2031
    Global AR and VR Headsets market size and forecasts, by Type and by Application, in consumption value ($ Million), 2020-2031
    Global AR and VR Headsets market shares of main players, in revenue ($ Million), 2020-2025
    The Primary Objectives in This Report Are:
    To determine the size of the total market opportunity of global and key countries
    To assess the growth potential for AR and VR Headsets
    To forecast future growth in each product and end-use market
    To assess competitive factors affecting the marketplace
    This report profiles key players in the global AR and VR Headsets market based on the following parameters - company overview, revenue, gross margin, product portfolio, geographical presence, and key developments. Key companies covered as a part of this study include Meta, Microsoft, Sony, DPVR, Pico Interactive, Google, HTC, Pimax, Vuzix Corporation, Lenovo, etc.
    This report also provides key insights about market drivers, restraints, opportunities, new product launches or approvals.
    Market segmentation
    AR and VR Headsets market is split by Type and by Application. For the period 2020-2031, the growth among segments provides accurate calculations and forecasts for Consumption Value by Type and by Application. This analysis can help you expand your business by targeting qualified niche markets.
    Market segment by Type
    VR Headsets
    AR Headsets
    Market segment by Application
    Entertainment
    Heathcare
    Industrial
    Education
    Others
    Market segment by players, this report covers
    Meta
    Microsoft
    Sony
    DPVR
    Pico Interactive
    Google
    HTC
    Pimax
    Vuzix Corporation
    Lenovo
    Market segment by regions, regional analysis covers
    North America (United States, Canada and Mexico)
    Europe (Germany, France, UK, Russia, Italy and Rest of Europe)
    Asia-Pacific (China, Japan, South Korea, India, Southeast Asia and Rest of Asia-Pacific)
    South America (Brazil, Rest of South America)
    Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of Middle East & Africa)
    The content of the study subjects, includes a total of 13 chapters:
    Chapter 1, to describe AR and VR Headsets product scope, market overview, market estimation caveats and base year.
    Chapter 2, to profile the top players of AR and VR Headsets, with revenue, gross margin, and global market share of AR and VR Headsets from 2020 to 2025.
    Chapter 3, the AR and VR Headsets competitive situation, revenue, and global market share of top players are analyzed emphatically by landscape contrast.
    Chapter 4 and 5, to segment the market size by Type and by Application, with consumption value and growth rate by Type, by Application, from 2020 to 2031
    Chapter 6, 7, 8, 9, and 10, to break the market size data at the country level, with revenue and market share for key countries in the world, from 2020 to 2025.and AR and VR Headsets market forecast, by regions, by Type and by Application, with consumption value, from 2026 to 2031.
    Chapter 11, market dynamics, drivers, restraints, trends, Porters Five Forces analysis.
    Chapter 12, the key raw materials and key suppliers, and industry chain of AR and VR Headsets.
    Chapter 13, to describe AR and VR Headsets research findings and conclusion.

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